UMVC3/Taskmaster: Difference between revisions

From SuperCombo Wiki
(added to web swing and charging star,added combos, added Moons and Sondelight to playyers table)
m (added corrections, plan to expand team position chapter)
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  |properties=-
  |properties=-
  |description=  
  |description=  
{{clr|M|5M}} is a double-hitting attack making it great against armored attacks and has a large amount of hit-stun making it the best for hit confirming into combos.
{{clr|M|5M}} is a double-hitting attack making it great against armored attacks and has a large amount of hit-stun making it the best for hit confirming into combos but 2M is better for damage due to extra hit scaling damage worse.
<br>{{clr|M|5M}}'s 2nd swing hits high making it decent anti-air but the only combos reliably into Charging Star ({{clr|H|4H}}).
<br>{{clr|M|5M}}'s 2nd swing hits high making it decent anti-air but the only combos reliably into Charging Star ({{clr|H|4H}}).
  }}
  }}
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  |properties=
  |properties=
  |description=  
  |description=  
{{clr|L|2L}} has great range for a light normal, and is very fast at 5F startup.  
{{clr|L|2L}} has great range for a light normal, and is very fast at 5 frame startup.  
<br> Can be thrown out to fish for hits with relative safety. {{clr|L|2L}} lowers Taskmaster's hurtbox very slightly compared to just crouching, although it is not low enough profile to evade under projectiles.
<br> Can be thrown out to fish for hits with relative safety. {{clr|L|2L}} lowers Taskmaster's hurtbox very slightly compared to just crouching, although it is not low enough profile to evade under projectiles.
<br><br>2L's animation is based on Captain America's 2L.
<br><br>2L's animation is based on Captain America's 2L.
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  |onhit=Launch
  |onhit=Launch
  |onblock=-12
  |onblock=-12
  |properties={{launch}} {{jcancel}}
  |properties={{launch}}<br>{{jcancel}} (on hit)<br>{{nocancel}} (on whiff or block)
  |description=
  |description=
{{clr|S|S}} launchers opponents into the air and can be a situational but unsafe anti air.
{{clr|S|S}} launchers opponents into the air and can be a situational but unsafe anti air.
<br>It's possible a cancel this move into Aim Master ({{clr|L|2}}{{clr|M|3}}{{clr|H|6}}{{clr|L|9}}X) using Tiger Knee Input [[File:Tiger_Knee_Input_2.0.png]] or Guard Master ({{clr|L|2}}{{clr|M|1}}{{clr|H|4}}{{clr|L|7}}X) using Reverse Tiger Knee Input [[File:Reverse Tiger Knee Input 2.png]].
<br>It's possible a cancel this move into Aim Master ({{clr|H|2369H}}) using Tiger Knee Input [[File:Tiger_Knee_Input_2.0.png]] and is used in some combo extensions.
<br><br>Launcher's animation is based on the beginning of Captain America's Star's & Stripes.
<br><br>Launcher's animation is based on the beginning of Captain America's Star's & Stripes.
  }}
  }}
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{{clr|S|j.S}} is a downward slash with a large hitbox in front of Taskmaster, and if it's used as a combo finisher should hit opponents with the early hit, slightly above Taskmaster.
{{clr|S|j.S}} is a downward slash with a large hitbox in front of Taskmaster, and if it's used as a combo finisher should hit opponents with the early hit, slightly above Taskmaster.


{{clr|S|j.S}} is potentially the best aerial to land with as it does great damage while being single hit  
{{clr|S|j.S}} is potentially the best aerial to land with as it does great damage while being single hit.
  }}
  }}
}}
}}
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*<code> Aim Master ({{clr|L|2}}{{clr|M|3}}{{clr|H|6}}X) </code>is used in some combo routes, can be used to advancing forward while covering himself with arrows, and can be use to shift momentum (if Taskmaster is swinging away from the opponent, the Aim Master input with turn him around mid-air effectively shifting his momentum).
*<code> Aim Master ({{clr|L|2}}{{clr|M|3}}{{clr|H|6}}X) </code>is used in some combo routes, can be used to advancing forward while covering himself with arrows, and can be use to shift momentum (if Taskmaster is swinging away from the opponent, the Aim Master input with turn him around mid-air effectively shifting his momentum).
'''Taskmaster can cancel Web Swing ({{clr|H|6H}}) into Aim Master at any time and can control velocity depending how early or how late in the animation it canceled.'''
'''Taskmaster can cancel Web Swing ({{clr|H|6H}}) into Aim Master at any time and can control velocity depending how early or how late in the animation it canceled.'''
<br>'''Early Cancel'''= Little acceleration / '''Mid Cancel'''= Much acceleration / '''Late Cancel'''= Little acceleration
<br>'''Early Cancel'''= Little acceleration / '''Intermediate Cancel'''= Much acceleration / '''Late Cancel'''= Little acceleration
<br>Charged Aim Master ({{clr|L|2}}{{clr|M|3}}{{clr|H|6}}X) can cancel a grounded Web Swing ({{clr|H|6H}}) early leading to a overhead fake out into {{clr|L|2L}} or {{clr|M|2M}}, or a safer throw attempt, or different combos extensions.  
<br>Charged Aim Master ({{clr|L|2}}{{clr|M|3}}{{clr|H|6}}X) can cancel a grounded Web Swing ({{clr|H|6H}}) early leading to a overhead fake out into {{clr|L|2L}} or {{clr|M|2M}}, or a safer throw attempt, or different combos extensions.  
<br>Super Jumping ('''29''') before using Web Swing ({{clr|H|6H}}) then cancel into Aim Master ({{clr|H|236H}}) can be used to escape corners while attacking below you.
<br>Super Jumping ('''29''') before using Web Swing ({{clr|H|6H}}) then cancel into Aim Master ({{clr|H|236H}}) can be used to escape corners while attacking below you.
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<br>This is Taskmaster's primary tool for long-range combat, and paired with assists is sufficient to zone out slower characters.
<br>This is Taskmaster's primary tool for long-range combat, and paired with assists is sufficient to zone out slower characters.
<br> '''Button strength mainly alters the trajectory of the arrows.'''
<br> '''Button strength mainly alters the trajectory of the arrows.'''
*{{clr|L|236L}} is a direct horizontal shot. The 3rd Arrow of the fully charged grounded version hits all characters crouching or standing.
*{{clr|L|236L}} is a direct horizontal shot.
*{{clr|M|236M}} fires at a slight upwards angle that eventually arcs down. While airborne, j.{{clr|M|236M}} fires at a down-forward angle instead of up-forward.
*{{clr|M|236M}} fires at a slight upwards angle that eventually arcs down. While airborne, j.{{clr|M|236M}} fires at a down-forward angle instead of up-forward.
*{{clr|H|236H}} is fired directly upwards, and then suddenly arcs back down to the ground at superjump height. While airborne, j.{{clr|H|236H}} is shot directly down towards the ground.
*{{clr|H|236H}} is fired directly upwards, and then suddenly arcs back down to the ground at superjump height. While airborne, j.{{clr|H|236H}} is shot directly down towards the ground.
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*'''Midscreen'''  
*'''Midscreen'''  
<code> Jump > (at the peak of the jump) Legion Arrow (j.236{{clr|M|M}}+{{clr|H|H}}). </code>
<code> Jump > (at the peak of the jump) Legion Arrow (j.236{{clr|M|M}}+{{clr|H|H}}). </code>
<br><code> Dash > Assist Call > Web Swing ({{clr|H|6H}}) > Single Arrow Aim Master (j.{{clr|H|236H}}) > Start your combo. </code>
<br><code> Dash > Beam Assist Call > Web Swing ({{clr|H|6H}}) > Single Arrow Aim Master (j.{{clr|H|236H}}) > Start your combo. </code>


*'''Shot into corner'''  
*'''Shot into corner'''  
<code> Tiger Knee [[File:Tiger_Knee_Input_2.0.png]] Legion Arrow (236{{clr|L|L}}+{{clr|H|H}}). </code>
<code> Tiger Knee [[File:Tiger_Knee_Input_2.0.png]] Legion Arrow (236{{clr|L|L}}+{{clr|H|H}}). </code>
<br><code> Assist Call > Web Swing ({{clr|H|6H}}) > immediately cancel into Single Arrow Aim Master ({{clr|H|236H}}) > Start your combo. </code>
<br><code> Assist Call > Web Swing ({{clr|H|6H}}) > immediately cancel into Single Arrow Aim Master ({{clr|H|236H}}) > Beam Hits > Start your combo. </code>
  }}
  }}
}}
}}
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== Videos and External Resources ==
== Videos and External Resources ==


<youtube>https://youtu.be/oYuR1wbq-SU</youtube> <youtube>https://youtu.be/adNXt4lNc4M</youtube>
<youtube>https://youtu.be/oYuR1wbq-SU</youtube> <youtube>https://youtu.be/h4kL-e8Yyds</youtube>  <youtube>https://youtu.be/CWVUFUrh-q8</youtube> <youtube>https://youtu.be/adNXt4lNc4M</youtube>


== Alternate Colors ==
== Alternate Colors ==
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}}
}}
{{NotablePlayersTableRow-UMVC3
{{NotablePlayersTableRow-UMVC3
| name =2nd Team
| name =ImmaAriesBaby's<br>2nd Team
| charaColorOne = {{CharaColor-UMVC3|Captain_America|3}}
| charaColorOne = {{CharaColor-UMVC3|Captain_America|3}}
| charaColorTwo = {{CharaColor-UMVC3|Taskmaster|Alt}}
| charaColorTwo = {{CharaColor-UMVC3|Taskmaster|Alt}}
Line 1,338: Line 1,338:
}}
}}
{{NotablePlayersTableRow-UMVC3
{{NotablePlayersTableRow-UMVC3
| name =2nd Team
| name =HonzoGonzo's<br>2nd Team
| charaColorOne = {{CharaColor-UMVC3|Felicia|2}}
| charaColorOne = {{CharaColor-UMVC3|Felicia|2}}
| charaColorTwo = {{CharaColor-UMVC3|Taskmaster|3}}
| charaColorTwo = {{CharaColor-UMVC3|Taskmaster|3}}
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| region =Flordia<br>(East Coast)
| region =Flordia<br>(East Coast)
| status =Active
| status =Active
| socials = [https://twitter.com/ZonanFreely Twitter]<br>[https://www.twitch.tv/ZonanFreely Twitch]
| socials = [https://twitter.com/ZonanFreely Twitter]<br>[https://www.twitch.tv/ZonanFreely Twitch]<br>[https://www.start.gg/user/c8cdfd3a Start.gg_Profile]
| notes =  
| notes =  
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=Ronan+Healy Link]
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=Ronan+Healy Link]

Revision as of 04:46, 22 January 2023


Introduction

Although he does not have any actual superpowers, Tony Masters was seemingly born with an enhanced form of photographic memory called "photographic reflexes". After witnessing a person performing any physical movement, Tony is able to replicate it perfectly. He eventually created the persona of Taskmaster, working as a mercenary and using his unique ability to mimic the combat styles of superheroes and other notable fighters. While he is primarily depicted as a villain, Taskmaster is motivated mainly by money and has been shown to fight alongside heroes when it is in his interest to do so.

In UMvC3, Taskmaster is an all-arounder who has moves thematically borrowed from Hawkeye, Captain America, and Spider-Man, paired with a handful of original abilities. Taskmaster is slow - both his mobility and his attacks have poor speed, but he has solid range on his sword attacks and a versatile moveset. He uses Aim Master (236X) to fight from a distance, and can blow through his opponent's own projectiles with Charging Star (4H). Although they are difficult to use effectively, Taskmaster also has several Counter skills, as well as an Unblockable via the followups to his Sword Master (623X) special.

Strengths Weaknesses
  • Above Average Health: Taskmaster has an higher than average health pool allowing him to weather a significant amount of chip damage in lengthy projectile battles, and can require opponents to spend additional resources in order to kill him.
  • Range: Many of his attacks are disjointed and allow easier follow-ups from assists.
  • Support: Assist provides respectable lockdown while having higher total durability than many common assists, giving Taskmaster's team an advantage in projectile battles.
  • Flexible Projectile Hyper: The unique ability to aim his projectile hyper makes him especially versatile for DHCs, and he can contribute significant damage to almost any DHC chain.
  • Poor OTG Options: Throw Conversions requiring assists or X-factor to combo into.
  • Limited mixup potential: His Unblock-able setup is always escapable with good pushblock timing.
  • Needs Teammates or Extra Meter for Big Damage: Taskmaster has mediocre damage outside assist extensions or extra meter,and has poor damage with high scaling starters like throws.
  • Non-piercing Projectile: Arrows only hit the point character or the assist in neutral,and requires different relaunch combos for Happy Birthdays.
  • Committal options vs. Airborne Opponents: He has limited to Aim Master and Web Swing against Aerial Opponents.
  • Sluggish Mobility: He is slow both grounded and airborne making it difficult for him to keep up with more mobile characters.
  • Ugly Colors except Alt

Unique Mechanics

His dashing animation is somewhat unique in that he spends the first 5 frames stationary, then starts to accelerate. After the first few frames, he lowers his body (and hurtbox) while moving meaning he can potentially dodge aerial attacks, dash under opponents during incoming or aerial opponent in blockstun from assists.

Taskmaster Running & Standing.png


As a result, plink-dashing slower than usual compared to other characters is optimal (because he accelerates later in its animation).

Taskmaster
Umvc3 taskmaster face.jpg
Character Data
Health 1,100,000
Ground Magic Series Stronger
Air Chain Combo Limit Three
Forward Dash Duration 35 frames
Backdash Duration 35 frames
Jump Duration 46 frames
Superjump Duration 81 frames
Walljump? No
Doublejump? No
Airdash? No
X-Factor Damage Boost (1/2/3) 30% / 55% / 80%
X-Factor Speed Boost (1/2/3) 10% / 15% / 20%
Minimum Damage Scaling (Normals, Specials) 10%, 20%
Minimum Damage Scaling (Hypers) 33%
Minimum Damage Scaling (X-Factor) 35%

Move List

Assists

Aim Master L
Builds 1200 Meter
Assist A
UMVC3 Taskmaster 236L.png
Assist
A1.png or A2.png
Damage Startup Active Recovery
50,000 x3 45 9 113 (as a crossover assist)
83 (as a assist)
On Hit On Block Guard Properties
- - Mid.png Shot.pngFront.png
Priority: Low, Durability: 3 per projectile
Chipdamage.png

THC Hyper: Legion Arrow L+M (Horizontal). Taskmaster is unique in that all three of his assists are different versions of the same move. Regardless of the assist choice, Taskmaster's assist will be a variant of his Aim Master special, firing three arrows. The assist choice only changes the trajectory of the arrows. Additionally, Taskmaster's THC Hyper is always Legion Arrow, but the assist choice will alter the trajectory of the hyper's arrows to match that of the assist.

L Assist fires the arrows directly, horizontally forward. It is the most traditional and straightforward to use. It also recovers the fastest of the three.

This assist is notable because its total durability across all three arrows is 9, which is slightly higher than many similar-coverage assists like Doom's Plasma Beam or Iron Man's Unibeam. If called at roughly the same time as one of these assists from the opponent, Taskmaster's arrows will completely nullify the beam, with one surviving arrow still able to hit the opponent.

Aim Master M
Builds 1200 Meter
Assist B
UMVC3 Taskmaster 236M.png
Assist
A1.png or A2.png
Damage Startup Active Recovery
50,000 x3 45 9 118 (as a crossover assist)
88 (as a assist)
On Hit On Block Guard Properties
- - Mid.png Shot.pngTiltup.png
Priority: Low, Durability: 3 per projectile
Chipdamage.png

THC Hyper: Legion Arrow M+H (Parabolic). In this version, Taskmaster fires the arrows at a slight upwards angle. They travel through the air at roughly jump height and then start to arc back towards the ground.

Aim Master H
Builds 1200 Meter
Assist Y
UMVC3 Taskmaster 236H.png
Assist
A1.png or A2.png
Damage Startup Active Recovery
50,000 x3 45 9 118 (as a crossover assist)
88 (as a assist)
On Hit On Block Guard Properties
- - Mid.png Shot.pngUpward.png
Priority: Low, Durability: 3 per projectile
Chipdamage.pngOtg.png

THC Hyper: Legion Arrow L+H (Upward). Taskmaster fires his arrows almost directly upwards. The arrows reach roughly superjump height, then arc and spread out, falling back down towards the ground. The farthest reaching arrow will land a little farther than halfscreen distance. This assist stands out from the other variants in that it can hit OTG on the way down, although it is typically too slow to use this way in combos. It is also a rare example of an assist that can (technically) hit opponents at superjump height.

Ground Normals

Stand Light
Builds 384 Meter
5L
UMVC3 Taskmaster 5L.png
L
L.png
Damage Startup Active Recovery
48,000 5 3 10
On Hit On Block Guard Properties
+2 +1 Mid.png -

5L has minimal uses other than being a situational anti air.
Compared to 2L, 5L has slightly higher damage, safer on block and on whiff, but has a worse hit-box.
His 5L resembles Captain America's 5L.

Stand Medium
Builds 640 Meter
5M
UMVC3 Taskmaster 5M.png
M
M.png
Damage Startup Active Recovery
40,000 x2 8 2(1)3 17
On Hit On Block Guard Properties
0 -2 Mid.png -

5M is a double-hitting attack making it great against armored attacks and has a large amount of hit-stun making it the best for hit confirming into combos but 2M is better for damage due to extra hit scaling damage worse.
5M's 2nd swing hits high making it decent anti-air but the only combos reliably into Charging Star (4H).

Stand Heavy
Builds 720 Meter
5H
UMVC3 Taskmaster 5H.png
H
H.png
Damage Startup Active Recovery
90,000 11 3 20
On Hit On Block Guard Properties
+2 0 Mid.png -

Taskmaster steps forward slightly giving 5H more range compared to 5M allowing for easy pickups from assists.
5H links perfectly into Charging Star (4H).
Note: The Tip of 5H has minimal combo potential only linking into Single Arrow Aim Master (236L).


Crouching Light
Builds 360 Meter
2L
UMVC3 Taskmaster 2L.png
L
D.png+L.png
Damage Startup Active Recovery
45,000 5 3 14
On Hit On Block Guard Properties
-2 -3 Low.png -

2L has great range for a light normal, and is very fast at 5 frame startup.
Can be thrown out to fish for hits with relative safety. 2L lowers Taskmaster's hurtbox very slightly compared to just crouching, although it is not low enough profile to evade under projectiles.

2L's animation is based on Captain America's 2L.

Crouching Medium
Builds 520 Meter
2M
UMVC3 Taskmaster 2M.png
M
D.png+M.png
Damage Startup Active Recovery
65,000 8 3 19
On Hit On Block Guard Properties
-2 -4 Low.png -

2M is Taskmaster's longest low attack. 2M is also a low-profile attack allowing Taskmaster to evade underneath many attacks that he cannot normally avoid by crouching or using other normals.

2M's animation is based on Ryu's 2M.

Crouching Heavy
Builds 640 Meter
2H
UMVC3 Taskmaster 2H.png
H
D.png+H.png
Damage Startup Active Recovery
80,000 10 3 23
On Hit On Block Guard Properties
-2 -3 Mid.png Strk.png, Softknockdown.png

2H launches them perfectly into Web Swing, Web Swing can miss if 5H is used because the opponent has a low profile crouch like Zero or Morrigan.
Note: Not a low.

2H's Animation is based on Felicia's 2M.


Launcher/Special
Builds 720 Meter
Just like Cap!!!

S
UMVC3 Taskmaster 5S.png
S
S.png
Damage Startup Active Recovery
90,000 9 5 30
On Hit On Block Guard Properties
Launch -12 Mid.png Launch.png
Jcancel.png (on hit)
Nocancel.png (on whiff or block)

S launchers opponents into the air and can be a situational but unsafe anti air.
It's possible a cancel this move into Aim Master (2369H) using Tiger Knee Input Tiger Knee Input 2.0.png and is used in some combo extensions.

Launcher's animation is based on the beginning of Captain America's Star's & Stripes.

Aerial Normals

Jumping Light
Builds 400 Meter
j.L
UMVC3 Taskmaster jL.png
L
j. L.png
Damage Startup Active Recovery
50,000 5 3 15
On Hit On Block Guard Properties
+13 +12 Ovrhd.png -

j.L is used in many combo extensions.

Jumping Medium
Builds 544 Meter
j.M
UMVC3 Taskmaster jM.png
M
j. M.png
Damage Startup Active Recovery
68,000 7 4 17
On Hit On Block Guard Properties
+16 +14 Ovrhd.png -

j.M is used in many combo extensions and as combo filler. When comboing with this move, keep the opponent slightly below as j.M has a large hit box under his leg.

j.M's animation is based on Spider-Man's j.M.

Jumping Heavy
Builds 800 Meter
j.H
UMVC3 Taskmaster jH.png
UMVC3 Taskmaster jH2.png
H
j. H.png
Damage Startup Active Recovery
50,000 x2 11 4 21
On Hit On Block Guard Properties
+20 +18 Ovrhd.png -

j.H is double-hitting attack using as combo filler and landing against armored attacks.

Jumping Special
Builds 720 Meter
j.S
UMVC3 Taskmaster jS.png
S
j. S.png
Damage Startup Active Recovery
90,000 11 3 27
On Hit On Block Guard Properties
+17 +15 Ovrhd.png Aircombofinisher.png

j.S is a downward slash with a large hitbox in front of Taskmaster, and if it's used as a combo finisher should hit opponents with the early hit, slightly above Taskmaster.

j.S is potentially the best aerial to land with as it does great damage while being single hit.

Command Normals

Web Swing
Builds 640 Meter
Mighty Swing!!!

6H
UMVC3 Taskmaster 4H.png
H
F.png + H.png
Damage Startup Active Recovery
80,000 11 13 16
On Hit On Block Guard Properties
+7 -6 Mid.png Chipdamage.png, Airok.png, Strk.png

Taskmaster swings from a grappling rope, advancing forward while kicking. This is the closest thing Taskmaster has to real aerial mobility, and allows him to maintain pressure or extend combos. Web Swing (6H) can be performed on the grounded or airborne. The grounded version puts Taskmaster airborne, and he will recover from the move in a normal jump state.
Taskmaster can only perform the aerial version of Web Swing once per jump state.
Taskmaster can cancel Web Swing (6H) with:

  • Air Normals (j. LMHS) is essential to extend combos with Taskmaster and to transition into overhead attacks for pressure.
  • Aim Master (236X) is used in some combo routes, can be used to advancing forward while covering himself with arrows, and can be use to shift momentum (if Taskmaster is swinging away from the opponent, the Aim Master input with turn him around mid-air effectively shifting his momentum).

Taskmaster can cancel Web Swing (6H) into Aim Master at any time and can control velocity depending how early or how late in the animation it canceled.
Early Cancel= Little acceleration / Intermediate Cancel= Much acceleration / Late Cancel= Little acceleration
Charged Aim Master (236X) can cancel a grounded Web Swing (6H) early leading to a overhead fake out into 2L or 2M, or a safer throw attempt, or different combos extensions.
Super Jumping (29) before using Web Swing (6H) then cancel into Aim Master (236H) can be used to escape corners while attacking below you.

Web Swing's animation is based on Spider-Man's Web Swing.


Charging Star
Builds 760 Meter
Shield Skillz!!!

4H
UMVC3 Taskmaster 6H.png
H
B.png + H.png
Damage Startup Active Recovery
95,000 6 9 29
On Hit On Block Guard Properties
- -15 Mid.png Projnull.png (frames 4-18), Strk.png, Chipdamage.png

Taskmaster charges a short distance forward while protected by his shield. Like with Web Swing (6H), it is an advancing attack that can be used to approach and as a combo tool. Charging Star (4H) also has a fairly good hitbox and has a fairly good chance of beating or trading with an opponent's physical attacks as well. Taskmaster is immune to low and medium priority projectiles (even unconventional attacks like Flame Carpet) during most of this move's duration, although not quite from frame 1.

Taskmaster can cancel Charging Star (4H) (on hit or whiff) with:

  • Launcher (S) is used confirm into air combos, although Taskmaster will sometimes sideswitch with the opponent when doing this.
  • Sting Master (236S) should be used vs. grounded opponents to improve safety as Sting Master is safe on block, and works at a combo finisher.
  • Aim Master (236X) allows him to move forward (negating projectiles at the same time) while controlling space (and it allows you to continue pressure if the initial charging star is push-blocked at close range), and is used during X-Factor to loop (Charging Star (4H) and Aim Master (236M) in the corner). Charging Star/Aim Master loops can even be done on some on some characters without X Factor...
  • Guard Master (214X) has no notable uses.

Charging Star's animation is based on Captain America's Charging Star.


Special Moves

Aim Master
Builds 400 Meter (per arrow)
Aim of Hawkeye!!!
I see you!!!

236X
UMVC3 Taskmaster 236L.png
UMVC3 Taskmaster 236M.png
UMVC3 Taskmaster 236H.png
UMVC3 Taskmaster j236L.png
UMVC3 Taskmaster j236M.png
UMVC3 Taskmaster j236H.png
Horizontal
Qcf.png + L.png
Damage Startup Active Recovery
50,000 x1 ~ x3 13 ~ 21 1 ~ 9 37 ~ 21 (Grounded Version)
Until Grounded (Air Version)
On Hit On Block Guard Properties
-13 ~ +3 -15 ~ +1 Mid.png Proj.png , Airok.png, chargeable, Priority: Low, Durability: 3 per projectile, Chipdamage.png
Diagonal
Qcf.png + M.png
Damage Startup Active Recovery
50,000 x1 ~ x3 13 ~ 21 1 ~ 9 42 ~ 26 (Grounded Version)
Until Grounded (Air Version)
On Hit On Block Guard Properties
-18 ~ -2 -20 ~ -4 Mid.png Proj.png , Otg.png, Airok.png, chargeable, Priority: Low, Durability: 3 per projectile, Chipdamage.png
Vertical
Qcf.png + H.png
Damage Startup Active Recovery
50,000 x1 ~ x3 13 ~ 21 1 ~ 9 47 ~ 31 (Grounded Version)
Until Grounded (Air Version)
On Hit On Block Guard Properties
-23 ~ -7 -25 ~ -9 Mid.png Proj.png , Otg.png, Airok.png, chargeable Priority: Low, Durability: 3 per projectile, Chipdamage.png

Taskmaster pulls out a bow and fires one to three arrows. This special can be charged by holding the button. Charging causes Taskmaster to fire additional arrows. In most cases, the charged version is preferable, as the additional charging time is compensated by a faster recovery, and the charged version has much higher total damage and durability. Fully charged Aim Master halts Taskmasters vertical momentum, allow him to stall. Two arrows doesn't stall him in the air and allows him to be significantly more mobile in neutral, and allows him to start combos from Aerial Aim Master.
This is Taskmaster's primary tool for long-range combat, and paired with assists is sufficient to zone out slower characters.
Button strength mainly alters the trajectory of the arrows.

  • 236L is a direct horizontal shot.
  • 236M fires at a slight upwards angle that eventually arcs down. While airborne, j.236M fires at a down-forward angle instead of up-forward.
  • 236H is fired directly upwards, and then suddenly arcs back down to the ground at superjump height. While airborne, j.236H is shot directly down towards the ground.


Combos
Fully Charged Aim Master (236H) vs. Aerial Opponent (directly above) > Charging Star (4H) > Countine Combo.



Aim Master's animation resembles Hawkeye's Quick Shot (Hunter).


Guard Master
Builds 1000 Meter
214X
UMVC3 Taskmaster 214L.png
L Version (Mid/High Counter)
UMVC3 Taskmaster 214M.png
M Version (Low Counter)
UMVC3 Taskmaster 214H.png
H Version (Projectile Counter)
High + Mid
Qcb.png+L.png
Damage Startup Active Recovery
100,000 5 20 20
On Hit On Block Guard Properties
- - Counter.png Counter.png High.png+Mid.png
Hardknockdown.png
Low
Qcb.png+M.png
Damage Startup Active Recovery
100,000 5 20 20
On Hit On Block Guard Properties
- - Counter.png Counter.png Low.png
Hardknockdown.png
Projectile
Reflector
Nullifier

Qcb.png+H.png
Damage Startup Active Recovery
- 5 20 20
On Hit On Block Guard Properties
- - Projcounter.png Projectilereflect.png , Projnull.png

Taskmaster enters a defensive stance, in which he can counter certain attacks depending on button strength. On a successful L/M counter, Taskmaster and the opponent are pulled into an animation where Taskmaster deals moderate damage to them, ending with them knocked down a good distance away (similar to Sting Master 236S, this animation is invincible and ignores projectiles and assists).

  • 214L counters Mid or Overhead attacks, cannot counter hypers or assists.
  • 214M counters Low attacks, cannot counter hypers or assists.
  • 214H is a projectile reflector. It will cause regular projectiles to be reflected back at the opponent (and can deal full damage to them), while beams will instead be nullified. Unlike the physical counters, this version can be used to defend against assists, although it still can not negate hyper projectiles.

If the counter sends an opponent into the corner, Taskmaster can follow up with a Tiger Knee Tiger Knee Input 2.0.png Legion Arrow (2369M+H).


Sting Master
Builds 1130 Meter
Sharp Sting!!!

236S
UMVC3 Taskmaster 236S.png
UMVC3 Taskmaster 236S Hit.png
S
Qcf.png + S.png
Damage Startup Active Recovery
50,000 + 70,000 15 3 28
On Hit On Block Guard Properties
- -3 Mid.png Hardknockdown.png, Chipdamage.png

Sting Master (236S) is a hitgrab (blockable) in which Taskmaster stabs directly ahead with his sword. If it hits, he and the opponent are pulled into an animation in which Taskmaster deals one additional hit, ending with the opponent in a Hard Knockdown next to him (this animation is invincible and ignores projectiles and assists).

Sting Master can be canceled from Charging Star (4H), and is safe on block making Charging Star (4H) safer to use in neutral. This cancel is vulnerable to opponents push-blocking the initial Charging Star leaving you wide open and in the animation of the Sting Master.

This move is useful as a combo ender for Taskmaster, as he can capitalize on the Hard Knockdown with Neutral Jumping > Fully charged Aim Master (j.236H) > Legion Arrow (236L+H).


Sword Master
Builds 400 Meter
623X
UMVC3 Taskmaster 623X.png
L
Dp.png + L.png
Damage Startup Active Recovery
50,000 31 5 22
On Hit On Block Guard Properties
- -4 Mid.png Softknockdown.png
M
Dp.png + M.png
Damage Startup Active Recovery
50,000 47 5 22
On Hit On Block Guard Properties
- -4 Mid.png Softknockdown.png
H
Dp.png + H.png
Damage Startup Active Recovery
50,000 57 5 22
On Hit On Block Guard Properties
- -4 Mid.png Softknockdown.png

Taskmaster readies himself, then delivers a large arcing swing with his sword. Despite the animation, this move is not an overhead, and can be blocked standing or crouching. Sword Master is mainly notable because each version has a special follow-up sequence available when the initial Sword Master hit is blocked. These follow-up chains include Unblockable attacks. Unfortunately, it is not possible to access these follow-ups on hit or on whiff, and an opponent can always Pushblock the initial hit to escape the follow-up sequence, so these attacks are very rarely useful.

The button strength determines the distance traveled before the downward swing:

  • 623L stands in place.
  • 623M moves quarter screen.
  • 623H moves half screen, and has the most follow-ups.

The follow-up sequences for each move are detailed below.

Sword Master L Follow-ups

Head Butt
Builds 240 Meter
(After Sword Master L is blocked) > 5H
H
H.png
Damage Startup Active Recovery
30,000 24 5 16
On Hit On Block Guard Properties
+4 - Unblockable.png -

Unblockable attack. If Taskmaster gets an opponent to block the initial swing but not pushblock it, he can open them up with this short-range attack, then finish the sequence for moderate damage.

Lights Out
Builds 450 Meter
(After Head Butt) > 236H
H
Qcf.png + H.png
Damage Startup Active Recovery
10,000 + 50,000 15 5 1
On Hit On Block Guard Properties
- - Unblockable.png Hardknockdown.png

Sequence ender that functions almost the same as Taskmaster's regular Sting Master (236S) special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow.


Sword Master M Follow-ups

Head Butt
Builds 400 Meter
(After Sword Master M is blocked) > 5H
H
H.png
Damage Startup Active Recovery
30,000 24 5 16
On Hit On Block Guard Properties
+4 - Unblockable.png -

Unblockable attack. If Taskmaster gets an opponent to block the initial swing but not pushblock it, he can open them up with this short-range attack, then finish the sequence for moderate damage.

Below The Belt
Builds 224 Meter
(After Head Butt) > 5M
M
M.png
Damage Startup Active Recovery
28,000 13 5 21
On Hit On Block Guard Properties
-1 -3 Mid.png -

Filler.

Low Kick
Builds 240 Meter
(After Below the Belt) > 5H
H
H.png
Damage Startup Active Recovery
30,000 20 5 16
On Hit On Block Guard Properties
+4 +2 Low.png -

Filler.

Lights Out
Builds 240 Meter
(After Low Kick) > 236H
H
Qcf.png + H.png
Damage Startup Active Recovery
10,000 + 50,000 15 5 1
On Hit On Block Guard Properties
- - Unblockable.png Hardknockdown.png

Sequence ender that functions almost the same as Taskmaster's regular Sting Master (236S) special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow.


Sword Master H Follow-ups

Head Butt
Builds 240 Meter
(After Sword Master H is blocked) > 5H
H
H.png
Damage Startup Active Recovery
30,000 24 5 16
On Hit On Block Guard Properties
+4 - Unblockable.png -

Unblockable attack. If Taskmaster gets an opponent to block the initial swing but not pushblock it, he can open them up with this short-range attack, then finish the sequence for moderate damage.

Below The Belt
Builds 224 Meter
(After Head Butt) > 5M
M
M.png
Damage Startup Active Recovery
28,000 13 5 21
On Hit On Block Guard Properties
-1 -3 Mid.png -

Filler.

Low Kick
Builds 240 Meter
(After Below the Belt) > 5H
H
H.png
Damage Startup Active Recovery
30,000 20 5 16
On Hit On Block Guard Properties
+4 +2 Low.png -

Filler.

Shield Bash
Builds 200 Meter
(After Low Kick) > 5H
H
H.png
Damage Startup Active Recovery
25,000 21 3 22
On Hit On Block Guard Properties
0 -2 Mid.png -

Filler.

Knee Kick
Builds 248 Meter
(After Shield Bash) > 5M
M
M.png
Damage Startup Active Recovery
31,000 18 4 17
On Hit On Block Guard Properties
+4 +2 Mid.png -

Filler.

Lights Out
Builds 800 Meter
(After Knee Kick) > 236H
H
Qcf.png + H.png
Damage Startup Active Recovery
10,000 + 50,000 15 5 1
On Hit On Block Guard Properties
- - Unblockable.png Hardknockdown.png

Sequence ender that functions almost the same as Taskmaster's regular Sting Master (236S) special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow.

Hyper Combos

Legion Arrow
You can't run away! You're in for a world of hurt!
236XX (1 bar)
UMVC3 Taskmaster 236LM.png
L+M - Directly Forward
UMVC3 Taskmaster 236LH.png
L+H - Angled Upward
UMVC3 Taskmaster 236MH.png
M+H - Directly Upward
UMVC3 Taskmaster j236LH.png
Air L+H Angled Downward
UMVC3 Taskmaster j236MH.png
Air M+H Directly Downward
Horizontal
Qcf.png + L.png M.png
Damage Startup Active Recovery
20,000 x25 ~ x50 10+1 77 44 (Grounded Version)
Until Grounded (Air Version)
On Hit On Block Guard Properties
- -22 Mid.png Proj.png, Chipdamage.png, Airok.png, Hardknockdown.png, mashable, Priority: High, Durability: 1 per shot
Diagonal
Qcf.png + L.png H.png
Damage Startup Active Recovery
20,000 x25 ~ x50 10+1 77 44 (Grounded Version)
Until Grounded (Air Version)
On Hit On Block Guard Properties
- -22 Mid.png Proj.png, Chipdamage.png, Airok.png, Hardknockdown.png, Otg.png, mashable, Priority: High, Durability: 1 per shot
Vertical
Qcf.png + M.png H.png
Damage Startup Active Recovery
20,000 x25 ~ x50 10+1 77 44 (Grounded Version)
Until Grounded (Air Version)
On Hit On Block Guard Properties
- -22 Mid.png Proj.png , Chipdamage.png , Airok.png, Hardknockdown.png, Otg.png, mashable, Priority: High, Durability: 1 per shot

Taskmaster draws his bow and fires a barrage of up to 50 arrows, dealing heavy damage. This hyper is unique in that Taskmaster can aim the arrows by using different two-button combinations to activate the hyper:

  • 236L+M: On both the ground and in the air, the arrows are shot directly forward.
  • 236L+H: On the ground, the arrows are fired at a slight upward angle, hitting opponents at jump height. In the air, this version is fired at a down-forward angle instead, and can hit OTG.
  • 236M+H: On the ground, the arrows are fired straight up. Upon reaching superjump height, they suddenly arc back down to the ground, landing in the area immediately in front of Taskmaster. In the air, Taskmaster fires straight down, attacking the ground below him. Both the grounded and air versions of this variant can hit OTG.

Due to the amount of arrows, Legion Arrow can over-power other multi hitting projectile hypers like Doctor Doom's Photon Array and Sentinel's Hyper Sentinel Force.

This hyper is Taskmaster's standard combo ender, and is also an important zoning threat as Taskmaster can use it to tag extra damage on to a regular arrow hit, or to punish an assist call.

Like other supers Legion Arrow can trade with Snapbacks due to 1 frame startup after cinematic.


Aegis Counter
Secret Move!!!
214XX (1 bar)
UMVC3 Taskmaster 214XX.png
UMVC3 Taskmaster 214XX Counter.png
Atk.png
Qcb.png+Atk.pngAtk.png
Damage Startup Active Recovery
250,000 5+0 25 19
On Hit On Block Guard Properties
- - Counter.png Counter.png can't projectile, Startupinv.png, Hardknockdown.png

Counterattack hyper. After the hyper flash, Taskmaster is in a counter state for 25 frames. Any physical hit (hyper or otherwise) in this state will activate a cinematic where Taskmaster deals significant damage to the opponent, ending in a Hard Knockdown that he can follow up with Legion Arrow OTG. Aegis Counter is useful as a counter-call to an opponent's physical hypers, including otherwise invincible ones like Spencer's Bionic Lancer. This is also useful as DHC tech, since Taskmaster can be brought in to protect a character who would otherwise be hit.

Aegis Counter can not activate on assists (even if the assist is a physical hit) or projectiles, and thus Taskmaster is still very vulnerable to these attacks, as well as throws. Opponents can potentially use its super flash to cancel the attack, making this counter more unsafe compared to normal counters.


Activating Aegis Counter will cause Taskmaster to shoot the opponent behind him, sending them flying across the stage in a Hard Knockdown.
Taskmaster can follow up with:

  • Midscreen

Jump > (at the peak of the jump) Legion Arrow (j.236M+H).
Dash > Beam Assist Call > Web Swing (6H) > Single Arrow Aim Master (j.236H) > Start your combo.

  • Shot into corner

Tiger Knee Tiger Knee Input 2.0.png Legion Arrow (236L+H).
Assist Call > Web Swing (6H) > immediately cancel into Single Arrow Aim Master (236H) > Beam Hits > Start your combo.

Universal Mechanics

Ground Throw
Builds 800 Meter
Shoulder Throw!!!

6H, 4H
UMVC3 Taskmaster GroundThrow.png
UMVC3 Taskmaster GroundBackThrow.png
H
B.png + H.png
or
F.png + H.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw.png Hardknockdown.png

A Forward Throw will cause Taskmaster throw them in front of him in a Hard Knockdown.
Taskmaster can follow up with:

  • Jump > Legion Arrow (j.236L+H)
  • Tiger KneeTiger Knee Input 2.0.png Legion Arrow (2369L+H) just off the ground.
  • Assist Call > Web Swing (6H) > immediately cancel into Single Arrow Aim Master (j.236H) > Start your combo.


A Back Throw will cause Taskmaster throws the opponent across the stage ending in a Hard Knockdown.
Taskmaster can follow up with:

  • Jump > (at the peak of the jump) Legion Arrow (j.236M+H)
  • All follow-ups for Forward throw apply here if the opponent is thrown into a corner and Taskmaster is nearby.


Both Ground Throws has nearly the same animation as Ryu's Ground Throw.

Air Throw
Builds 800 Meter
j.6H, j.4H
UMVC3 Taskmaster AirThrow.png
H
j. B.png + H.png
or
j. F.png + H.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow.png Hardknockdown.png

Both airthrows spikes the opponent straight down to the ground, while Taskmaster briefly floats above them.
Taskmaster can follow up with:

  • Taskmaster can follow this up with a Legion Arrow (j.236M+H).
  • Beam Assist Call > Web Swing (5H) over the opponent > Aim Master (j.236H) to turn around and pick the opponent up from the ground > Beam hits > Land and start combo.
  • !Hard! Charged Aim Master (j.236H) at the perfect height > 5L or Charging Star (4H) > Start combo.


Both Air Throws has the same animation as Captain America's Air Throw.


Snap Back
Builds 500 - (-10,000) Meter
236A1.png 236A2.png
UMVC3 Taskmaster 5H.png
Assist
Qcf.png+A1.png
Qcf.png+A2.png
Damage Startup Active Recovery
50,000 2 3 20
On Hit On Block Guard Properties
- 0 Mid.png Snapback

Combos into Snapback:

  • Charging Star (4H) > Snapback (236A1.png).
  • Web Swing (6H) > Single Arrow Aim Master (j.236H) vs. Knockdown.png Opponent > Snapback (236A1.png).


Animation and hitbox based on 5H.


Hard Tag
A1.png/A2.png
UMVC3 Taskmaster HardTag.png
Assist
HoldA1.png
HoldA2.png
Damage Startup Active Recovery
27,000 - 20 34
On Hit On Block Guard Properties
- -15 Ovrhd.png Softknockdown.png

-


Team Position

Taskmaster is a versatile character that could reasonably be placed in any team position. Although is is most commonly placed in the Point position, Second and Anchor Taskmasters have also seen success. Taskmaster's assist is solid, although rarely the best assist on a team, and he can provide support for his teammates in the backline via that assist or by utilizing his solid DHC options. Taskmaster is a solid choice for activating X-Factor, as it can compensate for his naturally mediocre damage output (especially after throws), and also makes his projectile game into a legitimate chip damage threat.

Anchor Taskmaster has a hard time making timely solo 1 vs 3 comeback since his mix up game isn't fantastic.


Notable Synergies

Sentinel: Sentinel Force (Charge) is a generically strong assist that Taskmaster greatly benefits from having access to. Taskmaster has two approach tools in Spidey Swing and Charging Star that are actually fairly minus on block, but Taskmaster can compensate for this weakness by calling drones alongside the attack, allowing him to approach (or retreat) safely. Additionally, Sentinel assist allows Taskmaster to follow up after his OTG Hyper, as the drones will continue to juggle the opponent after the hyper ends when spaced correctly.

Players to Watch: ImmaAriesBaby (Taskmaster/Sentinel/Doom)

Other Players to Watch:

HonzoGonzo (Taskmaster/Doom/Ammy),

DJ Houshen (Felicia/Taskmaster/Vergil, Felicia/Taskmaster/Skrull),

Adelheid Stark (Taskmaster/Spencer/Ammy),

WhiteBlack (Wesker/Taskmaster/Vergil),

NeoKarsh (Wolverine/Spencer/Taskmaster),

OneWolf (Nova/Taskmaster/Vergil)

Moises (Taskmaster/Crimson Viper/Amaterasu)

Double A (Nemesis/Hulk/Taskmaster)

tabs (Taskmaster/Dante/Hawkeye)

TBA

Amaterasu's Cold Star

Crimson Viper's Seismic Hammer

Dante's Jam Session

Spenzer's Wire Grapple (Slant Shot)

Nemesis' Rocket Launcher

Vergil's Rapid Slash

Wesker's Samurai Edge (Lower)

Deadpool's Katana-Rama

Dormammu's Black Hole

Hawkeye's Quick Shot (Greyhound)

Magneto's Electromagnetic Disruptor

Shuma-Gorath's Mystic Ray

Combos

Solo Combos

X-Factor Combos

TBW

Sample Team Combos

Task/Doom/Sentinel
Nova/Taskmaster/Dante
Nova/Taskmaster/Dante pt.2

TAC Infinites

Corner Down
Midscreen Down feat. Nova/Dante

Videos and External Resources

Alternate Colors

Taskmaster colors.jpg

Notable Players

Name Team Region Status Notes Matches
Adelheid Stark

UMVC3 Taskmaster Color 2.png UMVC3 Spencer Color 6.png UMVC3 Amaterasu Color 2.png

??? Inactive Link


DJ Houshen

UMVC3 Felicia Color 4.png UMVC3 Taskmaster Color 4.png UMVC3 Vergil Color 4.png

West Coast Inactive? Link


Double A

UMVC3 Nemesis Color 1.png UMVC3 Hulk Color 1.png UMVC3 Taskmaster Color 1.png

Ohio
(East Coast)
Active Link


ImmaAriesBaby

UMVC3 Taskmaster Color 4.png UMVC3 Sentinel Color 4.png UMVC3 Doctor Doom Color 5.png

Ohio
(East Coast)
Active Link


ImmaAriesBaby's
2nd Team

UMVC3 Captain America Color 3.png UMVC3 Taskmaster Color Alt.png UMVC3 Doctor Doom Color 2.png

Link


HonzoGonzo

UMVC3 Taskmaster Color 1.png UMVC3 Doctor Doom Color 4.png UMVC3 Amaterasu Color 3.png

California
(West Coast)
Inactive? Link


HonzoGonzo's
2nd Team

UMVC3 Felicia Color 2.png UMVC3 Taskmaster Color 3.png UMVC3 Super-Skrull Color 5.png

Link


KillerKai

UMVC3 Zero Color 1.png UMVC3 Taskmaster Color 1.png UMVC3 Vergil Color 1.png

West Coast? Inactive? Link


Moises

UMVC3 Taskmaster Color 1.png UMVC3 C. Viper Color 1.png UMVC3 Amaterasu Color 1.png

Chile Inactive? Link


Moons

UMVC3 Nova Color 2.png UMVC3 Taskmaster Color 3.png UMVC3 Amaterasu Color 6.png

New York
(East Coast)
Inactive Link


NeoKarsh

UMVC3 Wolverine Color 3.png UMVC3 Spencer Color 3.png UMVC3 Taskmaster Color 5.png

??? Inactive? Link


OneWolf

UMVC3 Nova Color Alt.png UMVC3 Taskmaster Color Alt.png UMVC3 Vergil Color Alt.png

Texas
(East Coast)
Active Link


Ronan Healy

UMVC3 Taskmaster Color 6.png UMVC3 Doctor Doom Color 2.png UMVC3 Sentinel Color 6.png

Flordia
(East Coast)
Active Link


Sondelight

UMVC3 Taskmaster Color 5.png UMVC3 Sentinel Color 4.png UMVC3 Vergil Color 2.png

North Carolina
(East Coast)
Active Link


tabs

UMVC3 Taskmaster Color Alt.png UMVC3 Dante Color 1.png UMVC3 Hawkeye Color 1.png

West Coast? Active Part of the Modding Community Link


WhiteBlack

UMVC3 Wesker Color 1.png UMVC3 Taskmaster Color 2.png UMVC3 Vergil Color 2.png

France Inactive? Link